Extending the TAM for a World-Wide-Web context
Information and Management
Mobile phones for the next generation: device designs for teenagers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding mobile handheld device use and adoption
Communications of the ACM - Mobile computing opportunities and challenges
International Journal of Human-Computer Studies - Special issue on HCI and MIS
The Ubiquitous Camera: An In-Depth Study of Camera Phone Use
IEEE Pervasive Computing
The importance of affective quality
Communications of the ACM - Special issue: RFID
Mobile video recording in context
interactions - Gadgets '06
Moblogging and belonging: new mobile phone practices and young people's sense of social inclusion
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Mobile multimedia: identifying user values using the means-end theory
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
In the hands of children: exploring the use of mobile phone functionality in casual play settings
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Understanding the intent behind mobile information needs
Proceedings of the 14th international conference on Intelligent user interfaces
Practices in creating videos with mobile phones
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
User acceptance of hedonic information systems
MIS Quarterly
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This paper presents a novel acceptance model for scenarios in which people make use of mobile devices for leisure purposes. The use of mobile devices has such a dominant leisure component that user attitudes towards mobile adoption are strongly determined. Since hedonic aspects play a key role in mobile adoption, they are introduced through the constructs in the proposed Technology Acceptance Model (TAM). To validate the TAM, 79 teenagers took part in an outdoor event that aimed to foster creativity through the use of a mobile phone. Different features of the mobile phone were used by the teenagers to conduct interviews, communicate with peers, and orient themselves using the GPS, among other applications. The proposed TAM yielded successful results since a Principal Components Analysis (PCA) revealed that the constructs Perceived Usefulness, Perceived Ease of Use and Perceived Enjoyment determined Behavioural Intention, exhibiting a high variance of 60.2%. In addition, the explanatory power of the model reached R2=61%, which is considered strong.